public void FixedUpdate() { switch (_state) { case GameState.InitializeLevel: if (GameTable.State == GameTable.GameTableState.ReadyToInitialization) { GameTable.Initialization(); } if (GameTable.State == GameTable.GameTableState.Initialized) { _state = GameState.FillingOfGameTable; } break; case GameState.FillingOfGameTable: if (GameTable.State == GameTable.GameTableState.Initialized) { GameTable.FillGameTableByItems(); } if (GameTable.State == GameTable.GameTableState.FilledByItems) { _state = GameState.PlayerTurn; } break; case GameState.PlayerTurn: break; case GameState.PlayerTurnProcessing: break; case GameState.EndingLevel: break; case GameState.LevelEnded: break; } }